#version 450

layout(set = 0, binding = 0) uniform UniformBufferObject 
{
    mat4 model;
    mat4 view;
    mat4 proj;
} ubo;

layout(set = 0, binding = 4) uniform InfoMiscBuffer
{
    layout(offset = 0)  vec2 info1;
    layout(offset = 16) vec2 info2;
    layout(offset = 32) vec4 info0;
};

layout(location = 0) in vec3 inPosition;
//layout(location = 1) in vec3 inColor;
layout(location = 2) in vec2 inTexCoord;

layout(location = 0) out vec3 fragColor;
layout(location = 1) out vec2 fragTexCoord;

void main() 
{
    vec3 inColor = vec3(1, 1, 1);
    gl_Position = //vec4(inPosition, 1); 
                  ubo.proj * ubo.view * ubo.model * vec4(inPosition, 1.0);
    fragColor = inColor * info0.xyz;
    fragTexCoord = inTexCoord;
}

